That's the plan yes. It's a spammable enough effect that there's not really much play for others around it in most circumstances. Doesn't pass that bar for adding additional visual noise to the screen as a result.

Her average win rate dropped a bit in both average and high MMR post patch. As usual with these sorts of changes though her playrate also spiked. Between less experienced Annie players playing her and need for people to learn the changes hard to say exactly where her balance currently is. Seems likely it's not dramatically higher or lower at the very least though.

Us, Zac mains, are now crying in the corner of the blob room. All we wanted was a little love. All we wanted was a little blob. How can you do this to us ? WHERE IS THE ZAC ETERNAL CHANGE. We wanted the amount of blobs picked up, but turns out we will never see the light of the blob eternal. May our ideas R.I.P.

His third eternal in the original proposal is the number of blobs picked up. :)

Alright! First, let me say: thank you all so much for taking the time to give us your feedback. We read all of it and use it to drive our discussions on next-steps.

I've taken the feedback from Twitter, reddit, and this post to compile a list of changes to our proposed Eternals. However, let me mention up front: this list is still not final.

We will continue to make adjustments to our initial proposed sets as necessary. The changes listed below are changes we are going to attempt, but we may end up having to take yet another path on any given Eternal due to feasibility, technical concerns, or other reasons. However, if we're able, we'll make these adjustments.

Lastly, anything that says "REMOVED" doesn't mean we won't ever track that. It just means we're going to remove it from set 1 to prioritize something else.

Anivia

[REMOVED] Kills to enemies within Glacial Storm

[ADDED] Enemies knocked aside by wall

Amumu

[UPDATED] “Number of Qs Landed” updated to “Number of Long Range Qs Landed”

Bard

[REMOVED] Multiple (2+) enemy champions hit by Tempered Fate

[ADDED] Number of double stuns inflicted with Q

Blitzcrank

[REMOVED] Time spent under the effects of Overdrive

[ADDED] Takedowns within 5 seconds of activating Overdrive

Braum

[REMOVED] Number of projectiles blocked by E

[ADDED] Damage blocked/mitigated by E

Camille

[REMOVED] Kills to enemies affected by R

[ADDED] Number of champions knocked aside by R

Evelynn

[REMOVED] Damage dealt by E

[ADDED] Kills within 2 seconds of exiting stealth

Fizz

[REMOVED] Kills with E

[REMOVED] Distance traveled with Q

[ADDED] Skillshots dodged with E

[ADDED] Bonus damage dealt to champions with W empowered autos

Garen

[REMOVED] Time spent with (P) up

[ADDED] Healing done by P

Ivern

[REMOVED] Trigger seed damage

[ADDED] Number of champions knocked up by Daisy

Jhin

[REMOVED] Number of roots with W

[ADDED] Number of max damage Q bounces into champs

Kai’Sa

[REMOVED] Number of plasma ruptures

[ADDED] Bonus damage dealt by rupturing Plasma

Kalista

[REMOVED] Number of sentinels triggered

[REMOVED] Stuns with R

[ADDED] Rend stacks transferred to champions by Q

[ADDED] Low health (<25%) allies saved with R

Karma

[REMOVED] Damage healed with empowered W

[ADDED] Total reduction to R cooldown from Passive

Kayn

[REMOVED] W Multihits

[ADDED] Number of transformations unlocked in under 10 minutes

Kennen

[REMOVED] Distance traveled in E

[ADDED] Number of enemies passed through with E

Kindred

[REMOVED] Distance travelled with Q

[ADDED] Champions executed with E

Kog’Maw

[REMOVED] Kills due to Passive

[ADDED] Number of attacks that hit champions beyond default/base attack range due to W

Max range q is meh. A lot of times call for closer range qs, so this one might encourage trying to pull off max range more often, even if not needed, which could effect gameplay.

I need clarification on the punching one. Is this both aa and skills, or just aa? If it's everything it feels too easy, if it's only autos it pushes you into builds with more attack speed, which I'm not fond of on her.

I would consider something like damage dealt while enemy is under your cc. Requires you to combo skills together without drying.

Or total extra damage dealt from the armor shred on w.

In general a lot of what I'm seeing on sl champions is 'use this once skill right' which is fine for one or two. But the third should require something that shows more overall mastery of the champion imo.